The latest PowerVR SDK v3.4 and tools are live!

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PowerVR SDK v3.4 is the latest release that we are deploying this year. Key features include the addition of the latest compilers for PowerVR Series6 (FP16 and FP32) and Series6XT GPUs to PVRShaderEditor, providing more up-to-date shader profiling.

PVRShaderEditor also adds new functionality to access the GLSL disassembly for these compilers as well as full instruction set documentation for PowerVR Rogue GPUs.

This is the first time an ISA for a GPU supported by the Android ecosystem has been made public.

Having access to the GLSL disassembly inside PVRShaderEditor and the PowerVR Rogue ISA documentation means you can now effectively see your shader code being translated into actual Series6 (FP16 and FP32) and Series6XT assembly, giving you the opportunity to tune for various performance and power optimizations.

In addition, several performance optimizations have been made to the different utilities in our PowerVR tools suite.

A new WebGL SDK has been included in the package, and we have added 64-bit support for Android 5.0 Lollipop and Linux support for MIPS-based processors. We’ve also significantly improved the documentation, tutorials and our community support (check out our community webpages).

Powervr SDK v3.4Powervr SDK v3.4 is the latest release of our software development kit

Below you will find a digest of what’s new in this release.

PowerVR tools: new look, improved functionality

We’ve revamped the user interfaces for PVRTexTool, PVRShaman, PVRShaderEditor, PVRTune and PVRTrace to make them more modern and up-to-date.

  • PVRTrace: There is now support for OpenGL ES 3.1 in PVRTrace. We’ve also significantly reduced the application’s memory usage and added a data compression option for trace files to reduce their file size.
  • PVRTune: We’ve added several new counters and made significant performance optimizations. We’ve also renamed TA and 3D timing data to Tiler and Renderer, respectively, for improved clarity.
  • PVRShaderEditor: PVRShaderEditor adds the latest compilers for PowerVR Series6 (FP32 and FP16) and Series6XT GPUs to provide more up-to-date profiling. We’ve also added GLSL disassembler output for these compilers, and included full instruction set documentation.
  • PVRTexTool: In PVRTexTool, we’ve increased the performance of ETC decompression, which is now up to 20% faster per surface. There has also been the addition of plugin support for 2015 versions of Autodesk 3DSMax and Maya.


For this release, we’ve greatly enhanced the documentation that accompanies our PowerVR SDK and tools. We’ve rewritten large chunks of our utility user manuals to clarify them. We’ve also created a totally new SDK Browser to facilitate the access to SDK materials such as installation instructions, examples, source code, documents and more.

powervr sdk v3.4 (2)The new PowerVR SDK v3.4 browser facilitates the access to all of our materials

What are you waiting for?!

The latest PowerVR SDK and tools installers (Windows, OS X & Linux) can be downloaded from here. For a complete overview of the latest features and fixes, please check out our comprehensive release notes page.

Make sure you also follow us on Twitter (@ImaginationTech, @PowerVRinsider) for the latest news and announcements from our PowerVR developer ecosystem.

Benjamin Anuworakarn

Benjamin Anuworakarn

Ben Anuworakarn is a technical author in the PowerVR Developer Technology team and has a computer science engineering background. Primarily responsible for producing and maintaining both internal and external documentation, he has a knack for coming up with solutions to problems that don't exist yet. You can find him either clacking away at his keyboard or shuffling trading cards every few hours.

8 thoughts on “The latest PowerVR SDK v3.4 and tools are live!”

    • No, our drivers work under Linux too. In fact our latest MIPS Creator CI20 dev board features full support for desktop OpenGL 2.1 under Debian 7.

  1. “This is the first time an ISA for a GPU supported by the Android ecosystem has been made public.”
    Intel Android tablets have Gen based graphics which have proper documentation for a very long time now, as well as full Open source support by Intel
    Seems like PR stunt to me.

  2. Never say never, huh?
    Congratulations Imagination on your change of tack. Hopefully this has nothing to do with those ****s at Nvidia.


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